The Branding Smite 5e spells mean to be similar to the Warlock’s Curse mechanic. The only difference is that you can use it on Enemies and Players, whereas the Warlock’s Curse does not work on players. One of the most significant things about this spell (and all Smites in general) is that you cannot spam them repeatedly until your target dies like you can with regular spells. You have to plan when and where to use these abilities strategically, or they will likely fail to activate (which means wasting a turn).
In fact, Branding Smite is particularly effective against enemies who hide, use invisibility or manipulate magical darkness. Furthermore, Hexblade warlocks can use Branding Smite, while Thunderous Smite is unavailable. Therefore, it can be used by a more significant number of people.
The branding smite 5e is a powerful spell if appropriately used- however, this depends more on how well you plan your turn order than anything else.
Branding Smite 5E game levels
Here we will discuss the levels of branding smite 5e;
Level 1 – Deals 40 damage maximum on up to 3 targets
It would be best to use this as the opening move every time. It does more damage than any other spell can manage if five projectiles hit. It will be active through the next round too. Since you typically want to start with this spell first. It’s best to have your party members clear out most of the smaller enemies before engaging in battle with bigger foes. So that line spells don’t get wasted by hitting multiple mobs or weaker enemies. Always try to be behind something when casting this spell. So melee units won’t run up to you while you’re charging it, wasting turns.
Lightning Strike is powerful and should use as your opening move every time you enter a fight because of how much damage it does. The only reason not to use this spell immediately at the start of a battle is if enemy archers are perched on ledges above you. In those cases, it’s best to have someone who can boost AC or block line of sight head ahead before letting loose with your lightning bolts.
Level 2 – Deals 10 damage for every 10ft away from the caster
In some cases, it may be better to cast this spell first because it can be difficult to hit more than one enemy with Lightning Strike. If you’re either
- Fighting a large group of enemies that are all gathered close together
- Starting a battle where there are only a few enemies, and they’re spread out, then Conflagration is the way to go.
- This suggestion is because Conflagration has triple the range, which means three targets up-front if you want them – or if they’re clustered up, all of them will get hit at once.
I have been tempted not to use Lightning Strike immediately upon entering a battle because of how stunnable the enemies are. If you have a party member who can cast this spell, it’s sometimes better to wait. Until their stun is off cooldown before hitting them with Lightning Strike because it hits so hard, the reason is that if they get hit by anywhere between 6-10 lightning bolts in one turn, they’ll probably get killed whether or not they get stunned afterward.
Remember that stunning is not a guarantee, just a significant chance of it. So it would be best to weigh whether there’s enough damage-dealing potential without using Lightning Strike.
Level 3 – Deals 20 damage maximum on up to 4 targets
Like Lightning Strike, this spell has a massive damage range. More factors are considered for it, which drop its overall effectiveness by quite a large amount under certain circumstances. The main thing to pay attention to with Fireball is the distance- the closer you are to your target, the more damage it will do. However, if there’s more than one enemy, they’ll spread out along the spell’s maximum number of targets and take less damage from it.
If a group of enemies closes together, you aim at only one of them with Fireball. You can guarantee that all but one will kill outright as long as he/she/it fails, save against fire damage. This is because although it deals a max of 20 damage on up to 4 targets, it does an additional 1d6 fire damage per level. It means up to another 3d6 for a max potential of 32 hit points. However, this still does not take into account the action points gained by the enemy for firing at your party members. So it’s better to be safe than sorry in this situation. And, of course, higher-level enemies have more health, so you need to cast Fireball on them several times before they die.
Level 4 – Deals 30 damage maximum on up to 5 targets
As with Fireball, all of these factors contribute towards inflicting as much damage as possible with Shatter: distance, the number of targets hit, and free action points given by the enemy (more for higher-level enemies). This spell has a huge potential range that makes it very good against clustered groups of enemies. Even single targets because it will always hit, no matter what.
Since this spell has a wide range and can be cast from any location on the battlefield, you should use it against enemies behind cover whenever possible to make sure none of them go unscathed. It is also a great counter to enemy mages that use invisibility to retreat out of melee range and then attack again afterward- they won’t last very long if you pick Shatter as your opening move.
Read more: The Importance of Brand Journalism In Digital Marketing Strategy
Level 5 – Deals 40 damage maximum on up to 6 targets
Aganazzar’s potential for doing lots of damage isn’t as impressive as Fireball or Shatter. Its effect on enemies with action points is more valuable than those two spells. If one of your party members is low on health or has negative healing modifiers, then it’s best to use this spell on them because it will lower the amount of time they spend waiting for their action points to regenerate (through any means).
As always, you should try and line up Aganazzar with clustered groups of enemies whenever possible. Because then they’ll all take damage from it. Even if more than the maximum number is allowed (determined by spell level). If you’re standing far away, it will still deal its 40 max damage total. It makes it useful against enemies that stay outside melee range so long as they don’t have high reflex saves.